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All that is needed is some creative thinking and design.
Sounds like an open map with a lot of uncapturable/useless terrain with limited capture points, all predesignated as fuel and munitions, with junctions and roadways being territory points.
I tried to do something similar with my map "Mons", which can be found in the linked collection up top. Admittedly, I didn't polish Mons nearly as much as I have Messinnes Ridge. That is largely because the map wasn't received very well by the community, and is currently the least played WW1 map I have uploaded.
Too complex for most gamers. Kinda has a Dungeons and Dragons thing, where you really have to want a more realistic game AND be looking for a WW1 map, for that.
Hope that you are someone could make a different COH map setting, as to just having no V.P. but, an more realistic map ..like an ammo dump and buliding... roadway,,Point Of Contacts..etc. that are being held that's needs to be taken.
Just as well of what is most needed is having a Pacific war framework, the only thing is there is no Japanese soldiers when trying to play Iwa Jima....I mean if your going to make a map..include the actual settings of armed forces....it is kinda of follly when you see Germans instead of the Japanese Imperial Armies... again, thanks...
In order to have a fair balance with Artillary, it is important that all artillary units be identical, especially since they consume no resources by default and may be used non-stop throughout the game.
Also, corpses preloaded onto the map are not owned by any players, and are placed beforehand. Their association is not relative to the armies chosen by players of the match.
This lack of specific orientation, such as using British units on the Northwestern side and German units on the Southeastern, means no player gets a special advantage based on which side they are starting from.
The field of play has not been altered.
I appreciate the complements on the weather. I used to receive negative remarks about fog because it disrupts some realism game modes, but I've decided the fog is too cool to let go.
Most significantly, I have adjusted the Victory Points, so all players have more involvement in VP games.
Secondly, I have added a LOT of grass, I've painted the terrain, added a smidge of objects, corrected some poorly formed trenches, and decorated the Allied side opposite the Town. It probably seems subtly less empty, leading to the illusion that it is smaller or more crowded.
I nearly uploaded this update as a different map entirely, concerned about the change in gameplay being too drastic from the previous version, which I consider a success in itself.
Just chasing perfection here. It's a long race.
Dynamic Weather.
More Craters & Details.
Different Victory Point locations.
They are each placed with respect to enemy front lines rather than friendly front lines. You'll notice all arty guns have a relatively equal range over no -mans land, and none can reach enemy front lines.
Might try giving players 2, 3, 6, & 7 bigger guns so I can move them further back.
Their main purpose is defense.
It's much smoother because AI units don't get stuck trying to capture front-line trenches anymore.
I've also limited tank access to no man's land to one passageway per team.
The base arty is positioned in such a way that once they are knocked out they cannot be used ever again. There is no way to blast the walls surrounding the arty to reinforce it. So all you have to do is drop some airborne to knock out the guns and they are gone forever. Some gun positions are much easier to take out than others because they are too close to bordering capture points- instead of being deep into your spawn point.
BUT otherwise- they ruin any unit which stays still for longer than 1 second. In the hands of the AI on higher difficulties, this is a nightmare to deal with.
Other than that, the map is somehow leagues greater than it was in just the previous version. I cannot tell you why, but it simply must be stated that it is much better and for the most part quite balanced.
a few new defense positions. Territory Capture zone repairs. Still one I didn't catch but it's already 3am.
I love you BadBad
stop advertising terrible dead meme communities on good workshop submissionsa
kindly shove your trash memes up your arse
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=369570873
I don't play it with default game modes for that very reason. It always ends up being a tank match.
It needs to be said that I value the historical accuracy more than I value it's playability with default game modes.
Everything on the hill suffered extreme artillary barrages, so if there ever were buildings, they were obliterated in 1914, and this map is set in 1916. No chance of there being any obstacles to challenge tanks.
Next I will install HQ Anti-Tank guns & Artillary, and increase default pop-cap to account for them.
I hate to say it but you might need to give up your focus on historical perfection in order to balance the map. For now however, it seems balanced enough. Though again, once tanks show up it still degrades into a tank battle over open terrain.
it there not some way to limit the movement of tanks? It might just be me but I fucking hate tanks. There is always too many of them in the late game. Forcing them to only go through a few set paths might help with that. For instance, this field would be all but mud. Tanks would get stuck and be unable to move.
It'll be in update #12, and I should have that up in a two or three hours.
It's a work in progress like you said so I assume that you will add more premanent cover to the map if possible in the future. Without the cover, this map is quite small, and very flat. it just becomes a tank battle.
I love the great war map and I recomend using the "Infantry Assault" mod or playing with friends who agree to not use tanks.
I recomend putting tank traps in the spawn for those of us who play bots. As that will allow us to use other mods while also stopping the ai from using tanks.